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ABILITY SCORES

Each character has six ability scores that represent his character's most basic attributes. They are his raw talent and prowess. While a character rarely rolls an ability check (using just an ability score), these scores, and the modifiers they create, affect nearly every aspect of a character's skills and abilities. Each ability score generally ranges from 3 to 18, although racial bonuses and penalties can alter this; an average ability score is 10.

GENERATING ABILITY SCORES
There are a number of different methods used to generate ability scores. Each of these methods gives a different level of flexibility and randomness to character generation.
Racial modifiers (adjustments made to your ability scores due to your character's race—see Races) are applied after the scores are generated.

Standard: Roll 4d6, discard the lowest die result, and add the three remaining results together. Record this total and repeat the process until six numbers are generated. Assign these totals to your ability scores as you see fit.

Point Buy: Each character receives a number of points to spend on increasing his basic attributes. In this method, all attributes start at a base of 10. A character can increase an individual score by spending some of his points. Likewise, he can gain more points to spend on other scores by decreasing one or more of his ability scores. No score can be reduced below 7 or raised above 18 using this method. See Table: Ability Score Costs for the costs of each score. After all the points are spent, apply any racial modifiers the character might have.

The number of points you have to spend using the purchase method depends on the type of campaign you are playing. The standard value for a character is 15 points. See Table: Ability Score Points for a number of possible point values depending on the style of campaign. The purchase method emphasizes player choice and creates equally balanced characters.

Table: Ability Score Costs;
Score Points
7 –4
8 –2
9 –1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17

Table: Ability Score Points;
Campaign Type Points
Low Fantasy 10
Standard Fantasy 15
High Fantasy 20
Epic Fantasy 25

ABILITY MODIFIERS
Each ability, after changes made because of race, has a modifier ranging from –5 to +5. The ability modifier is calculated as (Ability – 10) / 2, rounded down. Table: Ability Modifiers shows the modifier for each score. The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren't die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.

Table: Ability Modifiers         
Score Modifier
1 –5
2–3 –4
4–5 –3
6–7 –2
8–9 –1
10
11
12 +1
13 +1
14 +2
15 +2
16 +3
17 +3
18 +4
19 +4
20 +5
21 +5
22 +6
23 +6
24 +7
25 +7
etc. . .


CREATING A CHARACTER
When creating a new character, you need to decide the power level of the campaign to assign a certain number of Experience Rolls (XR). A standard character should start its career with 30 XR, but nothing prevents to start with more or less. You might want to start with more XR than the standard. To give a frame of reference, 30XR correspond to a 1st level character in D&D, 100XR correspond to a 5th level character, 200XR correspond to 10th level, 325XR correspond to 15th level, 750XR correspond to 20th level.

To make the process quicker, here are the tables showing the average number of rolls needed to get to a certain skill level:

Table: d20-based skill
Skill Rolls
1 1
2 2
3 3
4 4
5 5
6 6
7 8
8 9
9 11
10 13
11 15
12 17
13 20
14 22
15 26
16 30
17 35
18 42
19 52
20 72

Table: simple weapons
Skill Rolls
1 1
2 1
3 2
4 2
5 3
6 4
7 5
8 6
9 7
10 9
11 10
12 11
13 13
14 15
15 17
16 19
17 23
18 27
19 33
20 44

Table: spells
Skill Rolls
1 1
2 2
3 2
4 2
5 3
6 3
7 4
8 4
9 5
10 6
11 7
12 7
13 8
14 10
15 11
16 12
17 14
18 16
19 20
20 26

Table: spells only on self
Skill Rolls
1 1
2 2
3 2
4 2
5 2
6 2
7 3
8 4
9 4
10 4
11 5
12 5
13 6
14 7
15 8
16 9
17 110
18 12
19 14
20 18

CHARACTER SEEDS

Character Seeds are pre-generated archetypes designed to help you jump into the game quickly. Each seed uses a budget of 15 points for Ability Scores and 30 Experience Rolls (XR) for skills and feats. Racial traits are added separately by the player.

The Barbarian
Built for the frontline, this fighter focuses on dealing the maximum amount of damage in the shortest amount of time.
Abilities: Str 15 (+2), Con 14 (+2), Dex 13 (+1), Int 10, Wis 10, Cha 10
Survival (10 XR): 2 HD, +3 Fortitude
Extraordinary Skills: Rage 1 (2 XR)
Ordinary Skills: Greataxe 10 (13 XR), Medium Armor (4 XR), Athletics 1 (1 XR)
Equipment: Greataxe (1d12, Brutal), Hide Armor (+3 AC).

The Melee Fighter
Built for the frontline, this fighter focuses on heavy armor and survivability.
Abilities: Str 15 (+2), Con 14 (+2), Dex 13 (+1), Int 10, Wis 10, Cha 10
Survival (10 XR): 2 HD, +3 Fortitude
Ordinary Skills: Greatsword 10 (13 XR), Heavy Armor (6 XR), Athletics +1 (1 XR)
Equipment: Greatsword (2d6, Reliable), Splint Mail (+6 AC), Heavy Crossbow.

The Ranged Fighter
A mobile combatant who excels with bows and finesse weapons.
Abilities: Dex 15 (+2), Con 14 (+2), Str 13 (+1), Int 10, Wis 10, Cha 10
Survival (10 XR): 2 HD, +3 Reflexes
Ordinary Skills: Longbow 11 (15 XR), Light Armor (2 XR), Point Blank Shot (2 XR), Perception +1 (1 XR)
Equipment: Longbow (1d8), Leather Armor (+2 AC), Shortsword.

The Rogue
A master of stealth and precision who strikes from the shadows.
Abilities: Dex 15 (+2), Int 14 (+2), Cha 13 (+1), Str 10, Con 10, Wis 10
Survival (8 XR): 1 HD, +3 Dodge
Extraordinary Skills: Sneak Attack 3, 2d6 (6 XR)
Ordinary Skills: Rapier 8 (9 XR), Stealth 5 (5 XR), Light Armor (2 XR)
Equipment: Rapier (1d6, Finesse), Leather Armor, Thieves' Tools.

The Martial Artist
A martial artist who uses discipline and speed to overcome foes.
Abilities: Dex 15 (+2), Wis 14 (+2), Con 13 (+1), Str 10, Int 10, Cha 10
Survival (18 XR): 1 HD, +2 to Fortitude, Reflexes, Will, and Dodge
Extraordinary Skills: Unarmored 2 (4 XR)
Ordinary Skills: Unarmed Combat 4 (8 XR)
Equipment: Monk's Outfit.

The Sorcerer
An innate spellcaster with a focused but powerful selection of spells.
Abilities: Cha 15 (+2), Con 14 (+2), Dex 13 (+1), Str 10, Int 10, Wis 10
Survival (8 XR): 1 HD, +3 Will
Spells: Magic Missile 10 (6 XR), Burning Hands 10 (6 XR), Lightning Bolt 6 (9 XR)
Ordinary Skills: Persuasion +1 (1 XR)
Equipment: Quarterstaff, Spell Component Pouch.

The Wizard
A versatile caster who relies on study and a broad repertoire.
Abilities: Int 15 (+2), Con 14 (+2), Dex 13 (+1), Str 10, Wis 10, Cha 10
Survival (8 XR): 1 HD, +3 Will
Spells: Mage Armor 6, Alarm 6, Magic Missile 6, Acid Splash 7, Identify 6 (15 XR)
Ordinary Skills: Spellcraft 6 (6 XR), Investigate 1 (1 XR)
Equipment: Spellbook, Dagger.

The Cleric
A devout servant who mends wounds and hunts the restless dead.
Abilities: Wis 15 (+2), Con 14 (+2), Str 13 (+1), Int 10, Dex 10, Cha 10
Survival (8 XR): 1 HD, +3 Fortitude
Supernatural Skills: Turn Undead 2 (6 XR)
Spells: Cure Wounds 6 (3 XR), Protection 6 (3 XR)
Ordinary Skills: Heavy Armor (6 XR), Mace 6 (4 XR)
Equipment: Chainmail (+5 AC), Mace, Silver Holy Symbol.

The Bard
A multi-talented performer who inspires allies and weaves enchantments.
Abilities: Cha 15 (+2), Dex 14 (+2), Int 13 (+1), Str 10, Con 10, Wis 10
Survival (8 XR): 1 HD, +3 Reflexes
Supernatural Skills: Inspire Courage 6 (6 XR)
Ordinary Skills: Shortsword 4 (4 XR),Perform 8 (9 XR), Light Armor (2 XR), Persuasion 1 (1 XR)
Equipment: Masterwork Instrument (+2 Perform), Shortsword.

The Druid
A guardian of the wild who takes on animal forms and commands nature.
Abilities: Wis 15 (+2), Con 14 (+2), Dex 13 (+1), Str 10, Int 10, Cha 10
Survival (8 XR): 1 HD, +3 Will
Supernatural Skills: Wild Shape 2 (6 XR), Animal Companion 2 (6 XR)
Spells: Summon Nature's Ally 6 (3 XR), Magic Fang 6 (3 XR)
Ordinary Skills: Medium Armor (4 XR)
Equipment: Hide Armor, Spear.

The Ranger
A tracker and archer with an animal ally and keen senses.
Abilities: Dex 15 (+2), Wis 14 (+2), Str 13 (+1), Con 10, Int 10, Cha 10
Survival (10 XR): 2 HD, +3 Reflexes
Extraordinary Skills: Animal Companion 2 (6 XR)
Ordinary Skills: Longbow 6 (6 XR), Longsword 3 (3 XR), Survival 3 (3 XR), Light Armor (2 XR)
Equipment: Leather Armor, Longbow, Longsword.

The Holy Warrior
A holy warrior who protects others with divine grace and martial skill.
Abilities: Str 15 (+2), Cha 14 (+2), Con 13 (+1), Dex 10, Int 10, Wis 10
Survival (10 XR): 2 HD, +3 Fortitude
Extraordinary Skills: Favored Enemy 3 (6 XR, undead)
Spells: Protection 6, Shield, Deflecting 6 (6 XR)
Ordinary Skills: Heavy Armor (6 XR), Longsword +2 (2 XR), Shield Proficiency (2 XR)
Equipment: Scale Mail (+4 AC), Heavy Steel Shield (+2 AC), Longsword.

The Knife Thrower
A ranged combatant specializing in thrown daggers and quick reflexes.
Abilities: Dex 15 (+2), Con 14 (+2), Str 13 (+1), Int 10, Wis 10, Cha 10
Survival (8 XR): 1 HD, +3 Dodge
Extraordinary Skills: Sneak Attack 2d6 (6 XR)
Ordinary Skills: Dagger 8 (6 XR), Far Shot (2 XR), Point Blank Shot (2 XR), Quick Draw (2 XR), Light Armor (2 XR), Rapid Shot (2 XR)
Equipment: 10 Daggers, Leather Armor.

The Shield Basher
A defensive fighter who turns their shield into a crushing weapon.
Abilities: Str 15 (+2), Con 14 (+2), Dex 13 (+1), Int 10, Wis 10, Cha 10
Survival (10 XR): 2 HD, +3 Fortitude
Ordinary Skills: Heavy Shield 6 (6 XR), Warhammer 6 (6 XR), Heavy Armor (6 XR), Shield Proficiency (2 XR)
Equipment: Heavy Steel Shield (+2 AC), Warhammer, Splint Mail (+6 AC).

The Arcane Gish
A warrior who weaves defensive and offensive magic into their martial combat.
Abilities: Str 14 (+2), Int 14 (+2), Dex 13 (+1), Con 12 (+1), Wis 10, Cha 10
Survival (8 XR): 1 HD, +3 Dodge
Spells: Shield 6, Magic Weapon 6 (6 XR)
Ordinary Skills: Longsword 7 (8 XR), Spellcraft 6 (6 XR), Light Armor (2 XR)
Equipment: Longsword, Studded Leather (+3 AC).

The Shadow Spy
A master of disguise and infiltration using magic to bypass defenses.
Abilities: Wis 15 (+2), Dex 14 (+2), Int 13 (+1), Cha 10, Str 10, Con 10
Survival (8 XR): 1 HD, +3 Reflexes
Supernatural Skills: Invisibility +6 (6 XR), Wild Shape 2 (6 XR)
Ordinary Skills: Stealth 8 (9 XR), Dagger 1 (1 XR)
Equipment: Scholar's Outfit. Note: Uses animal forms and invisibility to bypass guards.

The Titan Barbarian
A barbarian who uses magic to grow to massive size and crush enemies.
Abilities: Str 15 (+2), Con 14 (+2), Dex 13 (+1), Int 10, Wis 10, Cha 10
Survival (10 XR): 2 HD, +3 Fortitude
Extraordinary Skills: Rage 1 (2 XR)
Spells: Enlarge Person 6 (3 XR)
Ordinary Skills: Greataxe 8 (9 XR), Athletics 2 (2 XR), Medium Armor (4 XR)
Equipment: Greataxe (1d12), Hide Armor (+3 AC).

The Silver-Tongued Diplomat
A negotiator who avoids combat through charm and enchantment magic.
Abilities: Cha 15 (+2), Wis 14 (+2), Int 13 (+1), Con 10, Dex 10, Str 10
Survival (8 XR): 1 HD, +3 Will
Spells: Charm +6 (3 XR)
Ordinary Skills: Persuasion +11 (15 XR), Insight +4 (4 XR)
Equipment: Noble's Outfit, Signet Ring.

The Beast-Soul Monk
A monk who channels the spirit of beasts to enhance their fighting style.
Abilities: Wis 15 (+2), Dex 14 (+2), Con 13 (+1), Str 10, Int 10, Cha 10
Survival (18 XR): 1 HD, +2 to all four Defences
Supernatural Skills: Wild Shape 2 (6 XR)
Ordinary Skills: Unarmed Combat 3 (6 XR)
Equipment: Monk's Outfit.

The Arcane Wand-Duelist
A spellslinger who wields dual wands to blast enemies with rapid magic.
Abilities: Cha 15 (+2), Dex 14 (+2), Int 13 (+1), Str 10, Con 10, Wis 10
Survival (8 XR): 1 HD, +3 Dodge
Spells: Acid Splash +10 (3 XR), Magic Missile +5 (3 XR)
Ordinary Skills: Use Magic Device 9 (11 XR), Dagger 3 (3 XR), Wand Expertise (2 XR)
Equipment: Two Arcane Batons, Dagger.

The Alien Warrior
This seed blends the monk's defensive agility with the barbarian's explosive power and magical flight.
Abilities: Str 13 (+1), Dex 14 (+2), Con 12 (+1), Int 10, Wis 14 (+2), Cha 10
Survival (14 XR): 1 HD, +2 to Fortitude, Reflexes, Will
Supernatural Skills: Fly +6 (Tier 3 Spell, only on self, 2 rolls) (6 XR)
Extraordinary Skills: Rage 2 (4 XR), Unarmored 1 (2 XR)
Ordinary Skills: Unarmed Combat 2 (4 XR)
Equipment: Monk's Outfit, no armor.

The Mystic Duelist
This seed focuses on high Dexterity for finesse combat, utilizing telekinesis and mental influence.
Abilities: Str 10, Dex 15 (+2), Con 13 (+1), Int 10, Wis 10, Cha 14 (+2)
Survival (8 XR): 1 HD, +3 Reflexes
Spells (Force Powers): Telekinesis 4 (Tier 5, 1 roll), Charm 4 (Tier 1, 1 roll) (6 XR)
Ordinary Skills: Rapier 9 (11 XR), Persuasion 3 (3 XR), Light Armor (2 XR)
Equipment: Rapier (Lightsaber), Leather Armor (+2 AC).